Files
Bubberstation/code/modules/power/power.dm
carnie a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00

478 lines
14 KiB
Plaintext

//////////////////////////////
// POWER MACHINERY BASE CLASS
//////////////////////////////
/////////////////////////////
// Definitions
/////////////////////////////
/obj/machinery/power
name = null
icon = 'icons/obj/power.dmi'
anchored = 1.0
var/datum/powernet/powernet = null
use_power = 0
idle_power_usage = 0
active_power_usage = 0
/obj/machinery/power/Destroy()
disconnect_from_network()
..()
///////////////////////////////
// General procedures
//////////////////////////////
// common helper procs for all power machines
/obj/machinery/power/proc/add_avail(var/amount)
if(powernet)
powernet.newavail += amount
/obj/machinery/power/proc/add_load(var/amount)
if(powernet)
powernet.load += amount
/obj/machinery/power/proc/surplus()
if(powernet)
return powernet.avail-powernet.load
else
return 0
/obj/machinery/power/proc/avail()
if(powernet)
return powernet.avail
else
return 0
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
return
// returns true if the area has power on given channel (or doesn't require power).
// defaults to power_channel
/obj/machinery/proc/powered(var/chan = -1) // defaults to power_channel
if(!src.loc)
return 0
if(!use_power)
return 1
var/area/A = src.loc.loc // make sure it's in an area
if(!A || !isarea(A) || !A.master)
return 0 // if not, then not powered
if(chan == -1)
chan = power_channel
return A.master.powered(chan) // return power status of the area
// increment the power usage stats for an area
/obj/machinery/proc/use_power(var/amount, var/chan = -1) // defaults to power_channel
var/area/A = get_area(src) // make sure it's in an area
if(!A || !isarea(A) || !A.master)
return
if(chan == -1)
chan = power_channel
A.master.use_power(amount, chan)
/obj/machinery/proc/addStaticPower(value, powerchannel)
var/area/A = get_area(src)
if(!A || !A.master)
return
A.master.addStaticPower(value, powerchannel)
/obj/machinery/proc/removeStaticPower(value, powerchannel)
addStaticPower(-value, powerchannel)
/obj/machinery/proc/power_change() // called whenever the power settings of the containing area change
// by default, check equipment channel & set flag
// can override if needed
if(powered(power_channel))
stat &= ~NOPOWER
else
stat |= NOPOWER
return
// connect the machine to a powernet if a node cable is present on the turf
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
if(!T || !istype(T))
return 0
var/obj/structure/cable/C = T.get_cable_node() //check if we have a node cable on the machine turf, the first found is picked
if(!C || !C.powernet)
return 0
C.powernet.add_machine(src)
return 1
// remove and disconnect the machine from its current powernet
/obj/machinery/power/proc/disconnect_from_network()
if(!powernet)
return 0
powernet.remove_machine(src)
return 1
// attach a wire to a power machine - leads from the turf you are standing on
//almost never called, overwritten by all power machines but terminal and generator
/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
var/turf/T = user.loc
if(T.intact || !istype(T, /turf/simulated/floor))
return
if(get_dist(src, user) > 1)
return
coil.place_turf(T, user)
return
else
..()
return
///////////////////////////////////////////
// Powernet handling helpers
//////////////////////////////////////////
//returns all the cables WITHOUT a powernet in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_connections()
. = list()
var/cdir
var/turf/T
for(var/card in cardinal)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.powernet) continue
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the cables in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_marked_connections()
. = list()
var/cdir
var/turf/T
for(var/card in cardinal)
T = get_step(loc,card)
cdir = get_dir(T,loc)
for(var/obj/structure/cable/C in T)
if(C.d1 == cdir || C.d2 == cdir)
. += C
return .
//returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at
/obj/machinery/power/proc/get_indirect_connections()
. = list()
for(var/obj/structure/cable/C in loc)
if(C.powernet) continue
if(C.d1 == 0) // the cable is a node cable
. += C
return .
///////////////////////////////////////////
// GLOBAL PROCS for powernets handling
//////////////////////////////////////////
// returns a list of all power-related objects (nodes, cable, junctions) in turf,
// excluding source, that match the direction d
// if unmarked==1, only return those with no powernet
/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0, var/cable_only = 0)
. = list()
//var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
for(var/AM in T)
if(AM == source) continue //we don't want to return source
if(!cable_only && istype(AM,/obj/machinery/power))
var/obj/machinery/power/P = AM
if(P.powernet == 0) continue // exclude APCs which have powernet=0
if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet
if(d == 0)
. += P
else if(istype(AM,/obj/structure/cable))
var/obj/structure/cable/C = AM
if(!unmarked || !C.powernet)
if(C.d1 == d || C.d2 == d)
. += C
return .
// rebuild all power networks from scratch - only called at world creation or by the admin verb
/datum/subsystem/power/proc/makepowernets()
for(var/datum/powernet/PN in powernets)
del(PN)
powernets.Cut()
for(var/obj/structure/cable/PC in cable_list)
if(!PC.powernet)
var/datum/powernet/NewPN = new()
NewPN.add_cable(PC)
propagate_network(PC,PC.powernet)
//remove the old powernet and replace it with a new one throughout the network.
/proc/propagate_network(var/obj/O, var/datum/powernet/PN)
//world.log << "propagating new network"
var/list/worklist = list()
var/list/found_machines = list()
var/index = 1
var/obj/P = null
worklist+=O //start propagating from the passed object
while(index<=worklist.len) //until we've exhausted all power objects
P = worklist[index] //get the next power object found
index++
if( istype(P,/obj/structure/cable))
var/obj/structure/cable/C = P
if(C.powernet != PN) //add it to the powernet, if it isn't already there
PN.add_cable(C)
worklist |= C.get_connections() //get adjacents power objects, with or without a powernet
else if(P.anchored && istype(P,/obj/machinery/power))
var/obj/machinery/power/M = P
found_machines |= M //we wait until the powernet is fully propagates to connect the machines
else
continue
//now that the powernet is set, connect found machines to it
for(var/obj/machinery/power/PM in found_machines)
if(!PM.connect_to_network()) //couldn't find a node on its turf...
PM.disconnect_from_network() //... so disconnect if already on a powernet
//Merge two powernets, the bigger (in cable length term) absorbing the other
/proc/merge_powernets(var/datum/powernet/net1, var/datum/powernet/net2)
if(!net1 || !net2) //if one of the powernet doesn't exist, return
return
if(net1 == net2) //don't merge same powernets
return
//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
var/temp = net1
net1 = net2
net2 = temp
//merge net2 into net1
for(var/obj/structure/cable/Cable in net2.cables) //merge cables
net1.add_cable(Cable)
for(var/obj/machinery/power/Node in net2.nodes) //merge power machines
if(!Node.connect_to_network())
Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless
return net1
//Determines how strong could be shock, deals damage to mob, uses power.
//M is a mob who touched wire/whatever
//power_source is a source of electricity, can be powercell, area, apc, cable, powernet or null
//source is an object caused electrocuting (airlock, grille, etc)
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
var/area/source_area
if(istype(power_source,/area))
source_area = power_source
power_source = source_area.get_apc()
if(istype(power_source,/obj/structure/cable))
var/obj/structure/cable/Cable = power_source
power_source = Cable.powernet
var/datum/powernet/PN
var/obj/item/weapon/stock_parts/cell/cell
if(istype(power_source,/datum/powernet))
PN = power_source
else if(istype(power_source,/obj/item/weapon/stock_parts/cell))
cell = power_source
else if(istype(power_source,/obj/machinery/power/apc))
var/obj/machinery/power/apc/apc = power_source
cell = apc.cell
if (apc.terminal)
PN = apc.terminal.powernet
else if (!power_source)
return 0
else
log_admin("ERROR: /proc/electrocute_mob([M], [power_source], [source]): wrong power_source")
return 0
if (!cell && !PN)
return 0
var/PN_damage = 0
var/cell_damage = 0
if (PN)
PN_damage = PN.get_electrocute_damage()
if (cell)
cell_damage = cell.get_electrocute_damage()
var/shock_damage = 0
if (PN_damage>=cell_damage)
power_source = PN
shock_damage = PN_damage
else
power_source = cell
shock_damage = cell_damage
var/drained_hp = M.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap!
var/drained_energy = drained_hp*20
if (source_area)
source_area.use_power(drained_energy/CELLRATE)
else if (istype(power_source,/datum/powernet))
var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts"
PN.load+=drained_power
else if (istype(power_source, /obj/item/weapon/stock_parts/cell))
cell.use(drained_energy)
return drained_energy
////////////////////////////////////////////
// POWERNET DATUM PROCS
// each contiguous network of cables & nodes
////////////////////////////////////////////
/datum/powernet/New()
SSpower.powernets += src
/datum/powernet/Destroy()
SSpower.powernets -= src
/datum/powernet/proc/is_empty()
return !cables.len && !nodes.len
//remove a cable from the current powernet
//if the powernet is then empty, delete it
//Warning : this proc DON'T check if the cable exists
/datum/powernet/proc/remove_cable(var/obj/structure/cable/C)
cables -= C
C.powernet = null
if(is_empty())//the powernet is now empty...
qdel(src)///... delete it
//add a cable to the current powernet
//Warning : this proc DON'T check if the cable exists
/datum/powernet/proc/add_cable(var/obj/structure/cable/C)
if(C.powernet)// if C already has a powernet...
if(C.powernet == src)
return
else
C.powernet.remove_cable(C) //..remove it
C.powernet = src
cables +=C
//remove a power machine from the current powernet
//if the powernet is then empty, delete it
//Warning : this proc DON'T check if the machine exists
/datum/powernet/proc/remove_machine(var/obj/machinery/power/M)
nodes -=M
M.powernet = null
if(is_empty())//the powernet is now empty...
qdel(src)///... delete it
//add a power machine to the current powernet
//Warning : this proc DON'T check if the machine exists
/datum/powernet/proc/add_machine(var/obj/machinery/power/M)
if(M.powernet)// if M already has a powernet...
if(M.powernet == src)
return
else
M.disconnect_from_network()//..remove it
M.powernet = src
nodes[M] = M
//handles the power changes in the powernet
//called every ticks by the powernet controller
/datum/powernet/proc/reset()
//see if there's a surplus of power remaining in the powernet and stores unused power in the SMES
netexcess = avail - load
if(netexcess > 100 && nodes && nodes.len) // if there was excess power last cycle
for(var/obj/machinery/power/smes/S in nodes) // find the SMESes in the network
S.restore() // and restore some of the power that was used
//updates the viewed load (as seen on power computers)
viewload = 0.8*viewload + 0.2*load
viewload = round(viewload)
//reset the powernet
load = 0
avail = newavail
newavail = 0
/datum/powernet/proc/get_electrocute_damage()
switch(avail)/*
if (1300000 to INFINITY)
return min(rand(70,150),rand(70,150))
if (750000 to 1300000)
return min(rand(50,115),rand(50,115))
if (100000 to 750000-1)
return min(rand(35,101),rand(35,101))
if (75000 to 100000-1)
return min(rand(30,95),rand(30,95))
if (50000 to 75000-1)
return min(rand(25,80),rand(25,80))
if (25000 to 50000-1)
return min(rand(20,70),rand(20,70))
if (10000 to 25000-1)
return min(rand(20,65),rand(20,65))
if (1000 to 10000-1)
return min(rand(10,20),rand(10,20))*/
if (1000000 to INFINITY)
return min(rand(50,160),rand(50,160))
if (200000 to 1000000)
return min(rand(25,80),rand(25,80))
if (100000 to 200000)//Ave powernet
return min(rand(20,60),rand(20,60))
if (50000 to 100000)
return min(rand(15,40),rand(15,40))
if (1000 to 50000)
return min(rand(10,20),rand(10,20))
else
return 0
////////////////////////////////////////////////
// Misc.
///////////////////////////////////////////////
// return a knot cable (O-X) if one is present in the turf
// null if there's none
/turf/proc/get_cable_node()
if(!istype(src, /turf/simulated/floor))
return null
for(var/obj/structure/cable/C in src)
if(C.d1 == 0)
return C
return null
/area/proc/get_apc()
for(var/area/RA in src.related)
var/obj/machinery/power/apc/FINDME = locate() in RA
if (FINDME)
return FINDME